// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'


Shader  "Hidden/HeightDepthOfField" {

	Properties
	 {
 _MainTex ("Base", 2D) = "" {}
 _TapLowBackground ("TapLowBackground", 2D) = "" {}
 _TapLowForeground ("TapLowForeground", 2D) = "" {}
 _TapMedium ("TapMedium", 2D) = "" {}
}

	

	SubShader
     {
  ZTest Always
  ZWrite Off
  Cull Off
  Fog { Mode Off }

    LOD 100
	Pass
	{
	
	

	CGPROGRAM
	#pragma vertex vert
	#pragma fragment frag
	#include "UnityCG.cginc"
    //#define Fixed3(value)  fixed3(value, value,value)
	//#define Fixed4(value)  fixed4(value, value,value,value)

	struct VertexInput {
    fixed4 vertex : POSITION;
	fixed2 xlv_TEXCOORD0 : TEXCOORD0;
    //fixed2 xlv_TEXCOORD1 : TEXCOORD1;
    //fixed3 xlv_TEXCOORD2 : TEXCOORD2;
    //fixed3 xlv_TEXCOORD3 : TEXCOORD3;
    //fixed4 tangent : TANGENT;
    fixed3 normal : NORMAL;
    //fixed4 xlv_COLOR : COLOR;
	//VertexInput
	};


	struct VertexOutput {
	fixed4 pos : SV_POSITION;
    UNITY_FOG_COORDS(1)
    //fixed4 xlv_COLOR : COLOR;
	fixed2 xlv_TEXCOORD0 : TEXCOORD0;
    fixed2 xlv_TEXCOORD1 : TEXCOORD1;
    fixed2 xlv_TEXCOORD1_1 : TEXCOORD2;
    //fixed3 xlv_TEXCOORD3 : TEXCOORD3;
    //fixed3 xlv_TEXCOORD4 : TEXCOORD4;
	//VertexOutput
	};

 sampler2D _MainTex;
 float2 _InvRenderTargetSize;


	VertexOutput vert (VertexInput v)
	{
	VertexOutput o;
	//o.pos = UnityObjectToClipPos (v.vertex);
	//o.xlv_TEXCOORD0 = TRANSFORM_TEX(v.xlv_TEXCOORD0, _MainTex);
	
  float2 tmpvar_1;
  half2 tmpvar_2;
  tmpvar_2 = v.xlv_TEXCOORD0;
  tmpvar_1 = tmpvar_2;
  o.pos = UnityObjectToClipPos( v.vertex);
  o.xlv_TEXCOORD0 = tmpvar_1;
  o.xlv_TEXCOORD1 = (v.xlv_TEXCOORD0 - _InvRenderTargetSize);
  o.xlv_TEXCOORD1_1 = (v.xlv_TEXCOORD0 + (fixed2(1.0, -1.0) * _InvRenderTargetSize));

    UNITY_TRANSFER_FOG(o,o.vertex);
   
	return o;
	}


	fixed4 frag(VertexOutput i) : SV_Target
    {
    //fixed4 tmpvar_2 = tex2D(_MainTex, i.uv);
	
  half4 color_1;
  float2 rowOfs_2_2;
  float2 tmpvar_3;
  tmpvar_3.x = 0.0;
  tmpvar_3.y = _InvRenderTargetSize.y;
  rowOfs_2_2 = (tmpvar_3 * 2.0);
  fixed4 tmpvar_4;
  tmpvar_4 = tex2D (_MainTex, i.xlv_TEXCOORD0);
  color_1 = tmpvar_4;
  fixed4 tmpvar_5;
  tmpvar_5 = tex2D (_MainTex, i.xlv_TEXCOORD1);
  fixed4 tmpvar_6;
  tmpvar_6 = tex2D (_MainTex, i.xlv_TEXCOORD1_1);
  fixed4 tmpvar_7;
  float2 P_8;
  P_8 = (i.xlv_TEXCOORD1 + rowOfs_2_2);
  tmpvar_7 = tex2D (_MainTex, P_8);
  fixed4 tmpvar_9;
  float2 P_10;
  P_10 = (i.xlv_TEXCOORD1_1 + rowOfs_2_2);
  tmpvar_9 = tex2D (_MainTex, P_10);
	UNITY_APPLY_FOG(i.fogCoord, tmpvar_9);
  half4 tmpvar_11;
  tmpvar_11 = (((
    ((color_1 + tmpvar_5) + tmpvar_6)
   + tmpvar_7) + tmpvar_9) / 5.0);
  color_1 = tmpvar_11;
  return tmpvar_11;

	}
	ENDCG
	}
  }
Fallback "Diffuse"
}

